Sorry for the noob question, but I'm just starting to learn Fusion 360. I've seen a lot of videos and run through a few tutorials, but for whatever reason still don't know the answer this this conceptual question.
When would I choose to edit bodies versus edit t-splines? What's the difference? Is it easy/common to jump between the two modelling methods? What if I wanted to model a screwdriver handle. Should I start with a cylindrical body or with a cylindrical t-spline? If I already have a body that is roughly cylindrical in shape and want to expand or contract its diameter in certain places, is that possible, or does that body have to be converted to a t-spline?
Thanks in advance.
Solved! Go to Solution.
Solved by carl_bass. Go to Solution.
Most screwdrivers you could easily model without t-splines. For really fancy sculptural ones you could use t-splines, but mostly they wouldn't be needed
Here's a model of the screwdriver sitting on my desk. It consists of two components -- one for the shaft and one for the handle all modeled with extrudes, revolves, patterns and fillets
The general rule of thumb is to think of components as real world parts in the thing you're designing. Bodies are usually used as intermediate tools for modelling. There's a decent video here. You can find it by searching fusion help for "bodies"
Hi, Codefoster;
Actually, Tspline body is just an option for creating more complicated bodies which you are unlikely to manage with just Brep.
As for the screwdriver handle, you could create it with just Brep body , like what Carl did.
Once you are facing some shapes are not so mechanical, (like the picture A), Brep is not enough. Then this would be the good time for you to use Tspline.( Picture B)
But no matter which tool you are using, the model is going to be Brep eventually for manufacturing, Tspline is just a more free way to solve free shapes.
You could use both Brep bodies and Tspline bodies when you create any component.
Hope what i said helps.